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Wrestling Empire – Guia e dicas de modificação

postado em 09/24/2023 Por IngoH Sem comentários em Wrestling Empire – Guia e dicas de modificação
  • Título: Wrestling Empire
  • Data de lançamento:
  • Desenvolvedor:
  • Editor:
Information about Wrestling Empire is still incomplete. Por favor, ajude-nos a preencher os detalhes do jogo usando este formulário de contato.

There exist two distinct categories of modifications in the realm of gaming: code mods and content mods. Code mods employ the BepInEx modding framework to directly manipulate the game’s underlying code. Por outro lado, content mods introduce alterations or additions to specific in-game elements, encompassing items like costumes, themes, and characters. For a more comprehensive grasp of this concept, kindly refer to the diagram provided below.

It’s important to take note that WECCL, which stands for Wrestling Empire Custom Content Loader, é, em essência, a code mod in its own right.

Code Mods

The development of code mods is facilitated through BepInEx and necessitates a proficiency in C#. Given the intricacies involved in crafting BepInEx mods and the challenge of deciphering obfuscated code, this guide will refrain from delving into the specifics of their creation. No entanto, you can explore the following links to assist you in your journey:

  • Link 1
  • Link 2
  • Link 3
  • Link 4 

It’s worth emphasizing that when it comes to code mods, it’s advisable to place them in the directory Wrestling Empire\BepInEx\plugins\Manual, as opposed to simply placing them in the “plugins” pasta. This precaution helps prevent any potential interference from the mod launcher.

Content Mods

Content mods are comprised of structured files designed for use with WECCL, and creating them typically doesn’t necessitate any coding expertise. No entanto, it’s essential to ensure that WECCL is properly installed before embarking on the process of crafting content mods.

Tipicamente, the content you wish to add should be placed within the “Assets” diretório, while content that is intended to override existing assets should be located in the “Overrides” diretório.

During the testing phase of your mods, you can locate the “Assets” e “Overrides” folders within this directory path:

Wrestling Empire\BepInEx\plugins\Manual\Assets
Wrestling Empire\BepInEx\plugins\Manual\Overrides

If these folders don’t exist, you have the option to create them.

Além disso, it’s worth noting that any audio files positioned in the “Assets” folder will be loaded as new themes. For comprehensive guidance on other features, please consult the documentation provided on WECCL’s Github page.

Uploading Mods

The most straightforward method for sharing your mods on Steam Workshop involves using the dedicated uploader, which is available for download from this link.

Inside the uploader, you’ll find a template mod that can be examined to grasp the file structure. To get ready for the upload process, your initial step is to generate an “Item.” Think of an “Item” as a kind of “reservation” for your mod. Essencialmente, it establishes the unique ID that will be utilized for your mod and all its subsequent versions.

Once you’ve created the “Item,” the next step is to place all the necessary files and content within its designated “content folder.”

When you navigate to the WorkshopContent section, you should encounter a display similar to the following:

Within the content folder, which is named after your item (nesse caso, “YourMod”), you should have the following components:

  • A “plugins” folder containing all the items you would typically place in the “Manual” diretório.
  • A “manifest.txt” file with the following contents:
modName: <nome do mod>
autor: <autor>
versão: <versão> (SemVer recommended)
assemblyHash: <assembly hash> (only for code mods)

To obtain the assembly hash, you can process the “Assembly-csharp.dll” file located at Wrestling Empire\Wrestling Empire_Data\Managed through this provided link.

It’s worth noting that the template mod includes the “assemblyHash” chave, even though it’s a content mod. No entanto, when you’re ready to publish content mods, it’s advisable to remove this key because content mods are typically version-independent.

Depois de concluir essas etapas, make sure to include a preview image in the WorkshopContent directory, fill in the remaining fields as required, and then click the “Submit” button to share your mod on Steam Workshop.

Uma nota importante: when you’re publishing content mods, be sure to include WECCL as a dependency via Steam Workshop.

Para fazer isso, selecione “Add/Remove Required Items” from the menu located on the right-hand side, and then choose the necessary mods from the menu that appears. This ensures that users who download your mod will have the required WECCL mod installed as well.

This step is also applicable to mods that rely on other dependencies. It’s important to include all necessary dependencies when setting up your mod on Steam Workshop to ensure a seamless experience for users.

Isso é tudo o que estamos compartilhando hoje para isso Wrestling Empire guia. Este guia foi originalmente criado e escrito por IngoH. Caso não atualizemos este guia, você pode encontrar a atualização mais recente seguindo este link.

Se você acredita que algum conteúdo deste site viola seus direitos, incluindo seus direitos de propriedade intelectual, entre em contato conosco imediatamente usando nosso formulário de contato.
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  • Título: Wrestling Empire
  • Data de lançamento:
  • Desenvolvedor:
  • Editor:
Information about Wrestling Empire is still incomplete. Por favor, ajude-nos a preencher os detalhes do jogo usando este formulário de contato.

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